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What would you recommend for a system that has a lot of versatility in its design, specifically for weapons, without being overly autistic and super crunch-heavy like Phoenix Command or GURPS?

Bonus points for systems that involve:
-Separate stats for Armor Penetration
-Unique abilities (like knockback, or damage fall off, or stun, etc)

I really like Delta Green, but the simplicity of the system leaves a lot to be desired with weaponry.
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>>96923011
>without being overly autistic and super crunch-heavy
Many of GURPS's "overly autistic and super crunch-heavy" rules are optional and can be deleted by the GM.
>Separate stats for Armor Penetration
>Unique abilities (like knockback, or damage fall off, or stun, etc)
GURPS has these.
>>
Second hand knowledge, but GDW's system for Traveller the New Era and Twilight 2000 has a lot of detail, with the latter having lots of modern weapons statted out and the former having a whole design system in the Fire Fusion and Steel book.
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>>96923011
GURPS isn’t overly autistic nor super crunch heavy, but what you are looking for is Cyberpunk 2020 (not Red!).
It’s pretty straightforward, but does the job of representing gunfights perfectly well, all the while giving you just the right dose of gun autism (lots of different guns available and you can swap accessories and ammo for different effects)
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>I want a game that has lots of crunch for guns without having lots of crunch for guns
kill yourself OP
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>>96923724
>I'm a retard that can't into game design
Kill yourself and your entire family, faggot retard
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>>96923011
GURPS' reputation for crunch is overrated. You can strip down every area a lot, and everything that everything boils down to one resolution mechanic.

The problem is they present all the information all at once so it's difficult to grasp at first, but after 1 or 2 games you will get it if you have IQ > 10.

https://youtu.be/s0lmn_Acy6Q
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>>96923673
CP2020 and GURPS guns are surprisingly similar
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>>96923011
Anon I'm sorry but with RPG guns your options are
>rules-lite like fate
>crunchy games like gurps
there's no middle ground. Pick your lane.
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>>96923011
D100 system gives you the greatest granularity for anything whilst still being practical. And since it would be using D10's for the main dice you have a decent granularity for anything that necessitates rolling multiple dice for addition, e.g. damage. Pretty much any other manner of dice can be translated to a D10 based system closely enough to be negligible. The only caveat is the math involved if you want specific degree of success/fail in the D100 which not everyone goes for or can do simply in their head.
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>>96923011
Only War & Co from FFG
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>Putting GURPS in the same tier of autistic crunch as Phoenix Command
Please actually skim a system’s rulebooks rather than parrot /tg/‘s “conventional wisdom” on the topic. Posters here can, by and large, barely read; do not trust their fourth-handed summaries of systems they do not play.
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>>96927718

>>96927885

Damn, statement got immediately anal raped.
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>>96928046
differential equation bow curve table
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>>96927885
this looks pretty shit
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>>96929520
for bows, add your bow skill plus the distance and the size of target modifiers plus modifiers due to you're moving or not
>differential equations
we're not there yet with our 2 additions to determine if the shooter makes a hit
picrel
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>>96930121
Shit in what way?
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>>96927731
>al. And since it would be using D10's for the main dice you have a decent granularity for anything that necessitates rolling multiple dice for addition, e.g. damage. Pretty much any other manner
what do the probability bell curve looks like for the system you have in mind that uses a D100? I think Rolemaster might have had something like that where you had to look up quite a few tables and then roll a D100. Dead system.
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>>96930225
i looked for 357 magnum immediately cause it's fun, couldn't find it. See instead "stub automatic"
>what even the fuck is that?
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>>96930250
Your first time on /tg/? The setting is 40k, you're not going to find .357 revolvers or AKs.

And while it doesn't have extensive list of different kinds of guns, that's just the corebook, I believe 40krpg general has a combined armory floating around somewhere.
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>>96930306
ah, 40K? my bad then, is the OP about 40K too ? i have no idea wtf Phoenix Command is
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>>96930366
OP didn't specify, so I figured it's fair game.
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>>96929520
The thing from a magazine article, that’s explicitly for GMs who want to do autistic bow design, is not done during play because (again) it’s for optional weapon design, and does not actually include any math more complicated than multiplication? That “differential equation bow curve table”?

>>96930184
>Bro, bro, this game is sooooo complicated.
>You have to ADD.
>Sometimes, you even SUBTRACT.
>Just for basic success rolls. Bro I’m so scared.

I thank you both for your support. You have brought further evidence that /tg/ can in fact just barely read and prefers to simply parrot old complaints regardless of their accuracy.
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>>96923011
Genesys is my go to for this.
It has simple rules to cover a multitude of situations and good guide lines for creating my own content. There already is a lot of content to cover a wide range of genres, although not quite as extensive as GURPS. Beyond that it simply is well designed and fun.
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>>96930235
Not sure what system you are talking about. A D100 system gives you a straight roll against percentage. It is as granular as you can get outside of going up to D1000. Even when it comes to tables you have a lot of wiggle room in their formatting or grouping of results. The FFG 40k RPGs are a decent example of how it can work.
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>>96933767
ah so you must calculate percentages ahead of time then
how does that work?

on the other hand if you roll 3 D6 you get a nice bell curve for the result, as such:
(3 or 18 results are 0.46% chance to roll, even more granular than D100 in some respects)
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>>96939164
NTA, but what are you even in about?
If you want a 2/3 success chance you just target 67 or lower. You can map any probability you want onto a D100 system.
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>>96939191
if your target is 67% because you've done calculations that gave you that, and let's say you add something like a little modifier for example it's dark out so you get a penalty, what are you gonna remove from the 67? 5 points? 5% chance less to hit? 62 will be the number to hit then. But when does it ever happen that you need granularity enough to add 1% to one single roll, and is it even worth going through the calculations to make such odds rollable?
3d6 is 6 times less granular than d100, but very usable:
3 0.5%
4 1.9%
5 4.6%
6 9.3%
7 16.2%
8 25.9%
9 37.5%
10 50.0%
11 62.5%
12 74.1%
13 83.8%
14 90.7%
15 95.4%
16 98.1%
17 99.5%
18 100.0%
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>>96939274
Christ, I don't even know what to respond. Nothing you wrote makes any sense or is a legitimate point. Are you by chance related to the bell curve faggot that had a meltdown over Genesys dice? Your obsession with a bell curve, the wrong usage of words and those weird non arguments remind me of him.
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>>96939274
>if your target is 67% because you've done calculations
Every single system published offers guidance on how to choose target numbers and difficulty and calculating 2/3 is something even small children should be able to do.
>add something like a little modifier for example it's dark out so you get a penalty, what are you gonna remove from
Like I said, every system offers guidance on how to choose difficulty and how to apply modifiers.
>But when does it ever happen that you need granularity enough to add 1% to one single
Rarely but I could, if I wanted to. Its convenience comes from the ease of applying simple mathematical operations on that scale.
>is it even worth going through the calculations
If you can't compute 2/3 or similar calculations intuitively you might be retarded.
>3d6 is 6 times less granular than d100, but very usable
It has it's advantages, but you failed to name even a single one.



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